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Dev - Notes 4

A topic by K1dfun created Jul 17, 2023 Views: 38
Viewing posts 1 to 1
Developer

So far good progress.

As for the foreseeable future though i may have some bad news, the way i have this working now is permanent as i don’t want to burn myself out or ruin my project but its the way the editor data is handled, let me explain:

The way editor data is handled is that they each have there own list 

Eg.

  • X = -27
  • Y = 218
  • Costume = 3
  • Rotation = 180

But they could be stored as

-27/218/3/180 

All in the one list instead of having 4 different ones but im afraid i dont think i have the skill set to do so and the way i have it is fine at the moment, right now levels load instantly but the moment i introduce animations depending on how many frames you have this could cause so many issues as i then have to make it so that what ever sprite had the animations the animations have to be synced to the right X, Y and all that also how does it know when to start and end? Thats another problem

The huge problem i am facing is data storage 

i think animations might be swapped out with a custom sprite that goes on a custom path back and forth

As that is way more simpler to hold animation data in rather than a 140 data list 

Let me put this in a simpler way

X, Y. Rotation, Costume, Scale, Animations and preview all take up together at least 8.2 data and you have maybe max depending on how powerful your device is + scratch restrictions i would maybe say you have 170+ data cells? I would have to preform stress tests to see what the max really is

But a summary of all this is: “a way less detailed animations system, It just goes to Point A to Point B”